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Metroid: Other M

by Aaron Kaluszka - February 25, 2010, 8:15 pm EST
Total comments: 86

The latest Metroid adventure focuses on what's going on inside the suit as much as outside of it. Will it work?

First announced at last year's E3, Metroid: Other M is a highly anticipated third-person action/adventure game, the result of a collaboration between Nintendo and Team Ninja of Ninja Gaiden fame. At the Media Summit, Metroid: Other M was shown inside of a private booth. This was a good decision since Other M is a cinematic experience unmatched by prior entries in the series. Other M begins immediately following the events of Super Metroid. In fact, the introduction video recounts the last moments of that game in gloriously rendered 3D.

Spoiling that ending not only provides some epic visuals, it is essential to the story line. To quickly recap, during Metroid II, a baby Metroid hatches and believes Samus to be her mother. Samus takes it back for study. In Super Metroid, Space Pirates steal the Metroid. In the final battle with Mother Brain, Samus is nearly defeated, but the Metroid transfers the energy of Mother Brain to Samus. Mother Brain kills the baby and Samus subsequently destroys Mother Brain. Samus then wakes up in a medical facility. Apparently, she had been dream-recalling about the event with Mother Brain and the Metroid.

Following this, the game begins a training simulation where Samus's doctor helps her recall (trains you to use) her basic attacks. Surprisingly, the game is controlled only with the Wii Remote held in NES configuration. Running and jumping work as you'd expect and work well. Shooting involves an automatic lock on that works as long as you're pointing relatively in the same direction as the enemy. Given the D-pad control, this is pretty necessary. The A button is used to switch into Morph Ball mode. Samus has a few new cool moves – pressing a direction just before getting zapped allows Samus to roll out of the way. She can also jump on the heads of injured enemies to kill them with style. Overall, it's what you'd expect out of Metroid in 3D space, though it's not too 3D since you'll be travelling down a lot of narrow corridors.

Pointing at the screen with the Remote switches the game into a first-person view. Here, Samus can scan as in Prime (though there wasn't much to scan in the demo) as well lock-on to targets and shoot missiles. First-person view is a little jarring if you're used to the Metroid Prime games. In first-person, Samus can only look around and shoot; she can't move.

This Samus appears much more emotionally troubled than her depiction in other games, aside from Metroid Fusion, and in fact this game will likely tell the backstory of that game. Samus keeps repeating "the baby" in reference to the Metroid that sacrificed itself for her and reflects how it is gone forever. Following a briefing with the Galactic Federation, Samus leaves in her ship and picks up a distress call. A so-called "baby's cry," Samus makes it her mission to investigate. I can't help but think of Claire from Lost screaming about her baby. That's not exactly the bounty hunter I've pictured in the past.

Samus reaches a Bottle Ship, where she finds that a Federation vessel is already on scene. The Army can't get into the facility because of a blocked door and they do not want to use explosives. Samus opens the door with a missile. In her first mission, Samus teams up with Adam Malkovich's team of soldiers from the Federation Army. This would be the Adam that sacrifices his life to save her. At the beginning, Adam does not trust her, telling his team that she is an outsider. She was a part of this team before she became a bounty hunter, the result of a falling out, which will undoubtedly be explained later. In previous Metroid games, Samus often loses all of her weapons at the beginning and must recollect them. A little more cleverly designed here, Samus actually has all of her weapons, but Adam only slowly gives her authorization to use them, trying to create as little damage as possible until it becomes necessary. A major plot point will likely involve Samus's reactions to taking orders.

The station didn't have a lot going on; it seems designed to get you up to speed with Metroid mechanics. There are several throwback enemies from the previous games. Showing a Ninja Gaiden influence, combat is faster paced than the 2D games often with swarms of enemies, perhaps closer to Metroid Prime in third-person. The Metroid feeling was definitely intact, with items hidden in plain sight in certain areas made inaccessible until a particular restricted weapon can be used.

In the first boss battle, Samus teams up with the soldiers to destroy a tentacle monster. As the soldiers use freeze guns on a particular spot of the enemy, you must switch into first-person mode to target a missile at the spot. This is the first of two battles where players are forced to quickly switch back and forth between the two modes: you can't shoot missiles in third-person, and you can't move to avoid damage in first-person mode. While the switch-off is doable, it seems this mechanic could have been avoided entirely by using a Remote and Nunchuk combination. That is, the control is good, but frustration is sure to increase with the intensity of enemy attack.

One major non-gameplay concern I had is with Samus' voice actress. She really doesn't convey any emotion even though the dialog is filled with it. Unfortunately, it sounds like the voice work is done, so we're stuck with a female Ben Stein.

While I'm not completely sold on the switching control design, and I'm guessing some fans will be up in arms over the portrayal of Samus, I have little doubt that this will be a great game. A lot of effort has clearly been put into the cinematics and story-telling, but the gameplay hasn't suffered. The attention to detail is impressive, and the addition of Ninja Gaiden-style action with Metroid-style exploration should be a lot of fun.

Talkback

King of TwitchFebruary 26, 2010

"Following this, the game begins a training simulation where Samuss doctor helps her recall (trains you to use) her basic attacks"

:moonface:

Thank you for posting this, it covers just about everything

StogiFebruary 26, 2010

Nice impressions. It makes me more worried than convinced though (especially with the 'authorization to use weapons').

The gameplay sounds really neat, but...

Quote from: MegaByte

I'm guessing some fans will be up in arms over the portrayal of Samus

TO ARMS!

greybrickNathan Mustafa, Staff AlumnusFebruary 26, 2010

For clarification's sake, is the game 3d during exploration in the way that SMB 64 is 3d, or in the way that NSMB Wii is 3d?

SM64.  But with a relatively fixed perspective.

greybrickNathan Mustafa, Staff AlumnusFebruary 26, 2010

You have just driven a knife into the heart of my expectations for this game. I speak out of ignorance, but I cannot fathom why you would opt for that kind of control when an analogue stick is readily available if the nunchuck were to be used. This would also provide an extra "accessible" button, and make it so that the controller would not have to be flipped to shoot first person. I am not saying that the NES style won't work, I just don't see why they need to make it work.

SarailFebruary 26, 2010

I love EVERYTHING I've seen and read so far concerning impressions...  my only beef is why we can't aim up or down.  Then I realize it's in a 3D world with the ability to move any direction on said 3D plane, and that kind of contradicts the whole aiming up/down thing.  I would have preferred a "Z-targeting" lock-on ala Zelda... I still believe that Zelda's controls would be perfectly suited for Samus... which is why Retro sort of fitted that control scheme to the Prime games... but it would work wonderfully well, and better, in a 3rd person perspective, too.

"Oh Nintendo, please use use voice actors in your games."

Be careful what you wish for, guys.

greybrickNathan Mustafa, Staff AlumnusFebruary 26, 2010

Quote from: TheYoungerPlumber

"Oh Nintendo, please use use voice actors in your games."

Be careful what you wish for, guys.

"Hey! Listen!" They already have, and to disastrous effect.

There is also the fact that Mario now sounds and looks like he belongs in a mental institution... running around in his red onesie with a little propeller atop his head, "Wahoo! Its-a Mario Time!".

broodwarsFebruary 26, 2010

I can't fathom why they thought it necessary to make this a Wiimote-only game, since it seems to me the Wiimote + Nunchuck could handle both 3rd and 1st Person perspectives in this game just fine and they wouldn't need the asinine funtionality of auto-targeting.  I also don't care for what I've heard in other previews about the player being able to refill their missiles and energy tanks at any time by reorienting the Wiimote and holding A.  And I'm sorry, but removing the "exploring for upgrades" aspect of Metroid for having to get "clearance" to use your suit functions was idiotic in Metroid Fusion (where you had to download them to your suit), and it's even sillier here.  Hopefully that's just for limited suit functions in a very specific area of the game, because if they've extended that to the entire game that just doesn't sit well with me.

As for the story stuff, I'm fine with it so long as it stays true to the Metroid universe we've already established and Samus doesn't act too much out of character.  Nintendo's never put together an adequate dub on their own for anything as far as I can remember (save for maybe Sin & Punishment 2, from what I've heard from the trailer), and I wasn't expecting them to suddenly improve here.

I was optimistic about this game coming out of E3, but the more I read from impressions of this Media Summit demo the less I like of it.  It sounds like Nintendo + Team Ninja may have tried to hard to make Metroid "accessible" and perhaps crossed the line somewhere.

GoldenPhoenixFebruary 26, 2010

Nintendo should have just copy and pasted Metrod: Zero Mission, that would have been the best move. Screw trying to push the franchise in new directions, let's rehash the same stuff! I'm sorry but the original Metroid formula has been done to death in both Prime and Zero Mission, which was the "perfect" 2D Metroid. The series is pretty much in the same territory as Zelda after Twilight Princess, the current formula has been done to death, it is time to try new things.

I love the extreme disappointment by some when the VAST majority of the impressions have been EXTREMELY positive with minor complaints. It is time for the Metroid series to grow and evolve, deal with it.

greybrickNathan Mustafa, Staff AlumnusFebruary 26, 2010

Quote from: GoldenPhoenix

I love the extreme disappointment by some when the VAST majority of the impressions have been EXTREMELY positive with minor complaints. It is time for the Metroid series to grow and evolve, deal with it.

From what I gather, most of us are not complaining about the changes but rather how they are implemented (controls, story conceits, etc.)

I don't mind them trying new things with the series, but I am worried about the controls. For all we know, though, remote/nunchuk support could be in the game as an option. 

StogiFebruary 26, 2010

You guys should lighten up on the controls. They seem to work very well, by game critic standards. And who knows, maybe one of the upgrades Samus is latter allowed to use is the nunchuck. :P

GoldenPhoenixFebruary 26, 2010

Quote from: Kashogi

You guys should lighten up on the controls. They seem to work very well, by game critic standards. And who knows, maybe one of the upgrades Samus is latter allowed to use is the nunchuck. :P:

That is a possibility, it wouldn't be the first time Nintendo did something like that (Mario Kart Wii anyone with the Wii Wheel?). The controls seem to work quite well from everything I read, just minor complaints. They seem FAR from broken from everything I've read. Also there is nothing wrong with the story if the gameplay is in tact, I know for some it may shatter their fantasies of who Samus is, and for that you have my deepest sympathies. They may even ruin the fact that Santa doesn't exist, so watch out for that as well!  ;)

broodwarsFebruary 26, 2010

Quote from: greybrick

Quote from: GoldenPhoenix

I love the extreme disappointment by some when the VAST majority of the impressions have been EXTREMELY positive with minor complaints. It is time for the Metroid series to grow and evolve, deal with it.

From what I gather, most of us are not complaining about the changes but rather how they are implemented (controls, story conceits, etc.)

Exactly.  I have no problem with this whole 3rd Person/1st Person duality they're going for here (it seems to solve my problem with exploration in 2D Metroids consisting of just blasting everything on-screen until something swaps pallets), but there's no reason they need to execute this 3D game with a digital controller like the Wiimote when they have a perfectly functional Nunchuck accessory they can use and the game would be even better for it. 

I have no problem with removing some of the grinding aspect of the franchise in favor of something more streamlined, but I draw the line at just rotating the controller and holding a button to restore your supplies. 

I also have no problem with shaking up the franchise's combat mechanic a bit (I like this new concept of "finishers" when Samus leaps on top of enemies), but auto-targeting is not the way to go.  Once again, if they used the Nunchuck you could could allow for lock-on targeting and still give players the ability to manually aim.

I also have no problem with reimagining how the series goes about giving Samus suit upgrades (as the franchise contrivance of all these ancient relics just happening to be compatible with Samus' suit was getting stale), but having to wait for an arbitrary "clearance" from a Federation CO just feels...well...arbitrary and lazy.

It just seems to me that Nintendo wants to make this game more of a Shmup and less of an exploration adventure/action game, which just doesn't appeal to me.

greybrickNathan Mustafa, Staff AlumnusFebruary 26, 2010

Quote from: GoldenPhoenix

They may even ruin the fact that Santa doesn't exist

Wait, what? If you keep saying things like that he won't visit you, you know that right?

GoldenPhoenixFebruary 26, 2010

One thing I want to remind everyone is that virtually every Metroid game started out quite linear before it opened up. Just keep that in mind when you read the impressions. It is most likely the equivalent of the first mission in Metroid Prime, or the first sequence of events in Super Metroid where you fight Ridley, and before you fight any of the space pirates on the planet.

KDR_11kFebruary 26, 2010

I don't base my assumptions of linearity on previews, that doesn't preview well and I know that. What I base my assumptions on is Sakamoto outright stating that it will be like Fusion in that respect.


So what, Samus gets PTSD over a dead soul-sucking jellyfish thing but has no problem with the whole killing thousands of people (space pirates are obviously sapient creatures) and destroying entire planets business? What about the extinction of the Chozo race? Didn't they act like parents to her? Wouldn't losing your parents and their entire species (i.e. anybody you ever knew during your childhood) be a bit more of a shock than the death of a pet that you met for a few minutes before handing it over to scientists for experimentation?

Also is it really asking too much to have Japanese story writers NOT make their main characters some fucking emo you want to stab in the face after half an hour of their whining? I don't care that much for Samus's personality but I don't want to listen to her whining about some fucking nonevent and I don't want to be micromanaged by some stupid CO. I don't want to waste my time on a story that's not worth listening to. If they want the equipment to be restricted by your CO why not go as far as having it all available to the player but getting in trouble if you use it without clearance?

Quote from: GoldenPhoenix

Nintendo should have just copy and pasted Metrod: Zero Mission, that would have been the best move. Screw trying to push the franchise in new directions, let's rehash the same stuff! I'm sorry but the original Metroid formula has been done to death in both Prime and Zero Mission, which was the "perfect" 2D Metroid. The series is pretty much in the same territory as Zelda after Twilight Princess, the current formula has been done to death, it is time to try new things.

I love the extreme disappointment by some when the VAST majority of the impressions have been EXTREMELY positive with minor complaints. It is time for the Metroid series to grow and evolve, deal with it.

You act like we want stagnation. No, we want the core element of Metroid (the thought process) intact and the mechanics involved improving. This game doesn't sound like an improvement at all (more like the opposite) and it completely ditches the central element of Metroid. Metroid is not defined by a power-armored woman getting more abilities throughout the game, almost every game has power armors and permanent upgrades these days.

MoronSonOfBoronGarnet Red, Contributing WriterFebruary 26, 2010

Quote:

The Army can't get into the facility because of a blocked door and they do not want to use explosives. Samus opens the door with a missile.

Moral: Shoot first, story second.

When I first read impressions of this, I kind of figured this debate would rage on.

I, for one, am anxious to see how this turns out. It's something different, it's something interesting, and I'm willing to give Nintendo the benefit of the doubt.

Quote from: KDR_11k

So what, Samus gets PTSD over a dead soul-sucking jellyfish thing but has no problem with the whole killing thousands of people (space pirates are obviously sapient creatures) and destroying entire planets business? What about the extinction of the Chozo race? Didn't they act like parents to her? Wouldn't losing your parents and their entire species (i.e. anybody you ever knew during your childhood) be a bit more of a shock than the death of a pet that you met for a few minutes before handing it over to scientists for experimentation?

The killing and destruction isn't personal for Samus, though; it's just her job. In this situation she didn't think twice about capturing the baby metroid and handing it over to the Feds, but is now trying to deal with the emotion of it sacrificing itself for her. You're right about the Chozo, though, that doesn't quite fit.

GoldenPhoenixFebruary 26, 2010

I don't understand the point regarding the Chozo, that occurred in her past, it hasn't really been touched upon at least her emotional reaction to it, my guess is that Other M will though. The connection Samus had to the Metroid was a motherly bond of sorts, she could not bring herself to kill the baby Metroid and instead decided to preserve it, they bonded at that moment, the last Metroid and the sole survivor of the chozo people. It is really beautiful and touching on many levels, which makes the sequence in Super Metroid at the end so heart breaking. Samus basically not only lost a child but a kindred spirit when the Baby Metroid sacrificed itself to save her. It had to pull on both her maternal instincts and her fellowship with a creature while very different physically had a similar history to her own.

Also I find the new additions to the game to be EXCITING for the most part. Also I liked Fusion. Then again all of these are assumptions based on a short preview!

MoronSonOfBoronGarnet Red, Contributing WriterFebruary 26, 2010

I think Samus and the Chozo understood that theirs was a dying civilization. Samus represented their hope for the future, their legacy and a parting gift to the galaxy as they faded into history. Interesting lore tidbit from Prime was that "Metroid" apparently derives from Chozo for "Perfect Warrior", as they were created by Chozo to be guardians. As the games have showed us, that title and role are better suited to Samus...

GoldenPhoenixFebruary 26, 2010

Another aspect to the Samus/Baby Metroid relationship is that it also represented a link to the Chozo people.

Chozo GhostFebruary 26, 2010

G.P. your avatar is hot. :D

StogiFebruary 26, 2010

you mean creepy.

iDraTionFebruary 26, 2010

I gotta say I agree about the emo-retarded nature of a lot of Japanese characters over the years, and with how anime-styled this game looks, it would seem to go hand in hand.  I'm anticipating flat voice acting making that feel even worse, and with how present the cinematics and backstory will be, I'm preparing for pain throughout the game. 


And I don't get the authorization thing; Samus has always been the one, single person in the galaxy to get the job done regardless of the cost when no one else could.  I think Echoes made you feel that more than anything.  She's a no-holds barred survivalist one-man army that kills EVERYTHING in sight.  Having her be managed to the point that she's going to hold back using her full arsenal?  There's a disconnect for me about that.  Regardless, I do trust them with the gameplay itself because that's what Nintendo has always been, and will always be, exemplary at; it's their top priority.  Game-driving plot and story, not so much.

Has Nintendo been confirmed to be exhibiting at PAX East? I'd love a chance to try this game out for myself.

Quote from: insanolord

Has Nintendo been confirmed to be exhibiting at PAX East? I'd love a chance to try this game out for myself.

You and me both!

I imagine it would be there. Or at least I really want it to be.

Ian SaneFebruary 26, 2010

Quote:

I cannot fathom why you would opt for that kind of control when an analogue stick is readily available if the nunchuck were to be used. This would also provide an extra "accessible" button, and make it so that the controller would not have to be flipped to shoot first person. I am not saying that the NES style won't work, I just don't see why they need to make it work.


Have you not yet realized that with the Wii Nintendo's priority regarding controls isn't about using what's best but rather what's more marketable?  Nintendo likes the sideways remote thing because of the NES controller comparison.  There was no reason for Super Paper Mario, Warioland or NSMB to use that control scheme either.  Just like how the remote was made to the look like a TV remote for marketing purposes, Metroid will use that control scheme because Nintendo wants to make the connection with the classic NES Metroid.

Quote:


It is time for the Metroid series to grow and evolve, deal with it.


I agree.  But making Metroid more accessible is de-evolution.  It's going backwards.  The concern is that Nintendo is stream-lining Metroid to give it more universal appeal.  The thing is Metroid's core design is intimidating and uninviting.  That's part of the appeal for Metroid fans.  It's supposed to be a game where you will have to backtrack, you will have to remember where you weren't able to go before, you will have to search every nook and cranny to find a secret passage that unlike secrets in most games is absolutely REQUIRED to continue in the game.  That's Metroid.  In Super Metroid you were fucking lost and there was no hint telling you where to go and that's why that game is such a classic.

The problem is mass appeal means action-focused gameplay, linear progression and clearly defined objectives.  This is awesome if you're making that sort of game (NSMB) but Metroid is not that type of game.

Nintendo has a big obsession these days with giving their games universal appeal but the problem is intimidating complexity is part of the design for some of their franchises (Metroid, Zelda) and a simple design philosophy will ruin those games.  Nothing is safe so I think concern is justified.  I have the same concerns with Zelda.

Don't forget, Nintendo made people play Brawl with horizontal Wii remote controls at press events before it came out and that had plenty of control options, so it's not that unlikely that this game will support other control schemes. It is odd, though, that they'd build the game around these controls when it seems like the same exact gameplay would work better with nunchuk controls. I'd argue that it's considerably less accessible to play with NES style Wiimote if it means you have to use the A and B buttons and switch how you're holding the remote regularly.

CaterkillerMatthew Osborne, Contributing WriterFebruary 26, 2010

Wait the Chazo aren't completely extinct are they? I thought for certain they just up and left to a far off galaxy never to be seen again.

Interesting GP, didn't think about Samus' connection with what could be her only connection to "her people". Well a living breathing organic connection that is.

RizeDavid Trammell, Staff AlumnusFebruary 26, 2010

I'm still confused about the basic

Quote from: MegaByte

SM64.  But with a relatively fixed perspective.

That really doesn't say much.  I'm still highly confused as to the perspective of this game.  I understand that when you point the Wii-mote at the screen you get a first person aiming-only view, but what is the control style when not in this view?  What does the camera do?  What is the level layout like (is it so 3D that your map is an overhead map, or is the map still traditional 2D because the 3D usage is limited)?

EDIT: I didn't realize a bunch of new screens were released.

So basically it's like an actual 3D game but the camera probably follows a rigid set of tracks the whole time.  The level design appears to be mostly flat, but they could probably add some layers using elevators and separate map screens.  Should be good.


The only thing I'm afraid of now is the voice acting.

NemoFebruary 26, 2010

Quote from: Ian

The problem is mass appeal means action-focused gameplay, linear progression and clearly defined objectives. 

You just described Metroid Fusion. Every Metroid has at least some focus on action. But Metroid Fusion had linear progression and clearly defined objects. And I really liked it, therefor I don't consider this a problem. I guess it's a problem for those of you that hated Metroid Fusion.

I don't view this as evolution or de-evolution. Just as a side-step game. Kind of like Zelda II, SMB 2, Majora's Mask. They all tried out some different gameplay (which with these examples, I really liked) and then they go back to the normal. Personally, I like the variety.

It's 3D overhead, and you don't have control over the camera.  The camera may automatically zoom into a more of a 2D side view, especially when engaging enemies.  The map is 2D overhead, meaning the locations of items on different levels is ambiguous.

RizeDavid Trammell, Staff AlumnusFebruary 26, 2010

Quote from: Nemo

Quote from: Ian

The problem is mass appeal means action-focused gameplay, linear progression and clearly defined objectives. 

You just described Metroid Fusion. Every Metroid has at least some focus on action. But Metroid Fusion had linear progression and clearly defined objects. And I really liked it, therefor I don't consider this a problem. I guess it's a problem for those of you that hated Metroid Fusion.

I don't view this as evolution or de-evolution. Just as a side-step game. Kind of like Zelda II, SMB 2, Majora's Mask. They all tried out some different gameplay (which with these examples, I really liked) and then they go back to the normal. Personally, I like the variety.

I agree.  If you just keep doing the same thing over and over, you'd get what Castlevania has become...  stale  (though I still buy and enjoy the games).

Ian SaneFebruary 26, 2010

Quote:

You just described Metroid Fusion. Every Metroid has at least some focus on action. But Metroid Fusion had linear progression and clearly defined objects. And I really liked it, therefor I don't consider this a problem. I guess it's a problem for those of you that hated Metroid Fusion.


I liked Metroid Fusion and I often defend it.  Though I understand why others don't.  Metroid Fusion was right on the line.  To me it was as close as one could get to stepping over the "this isn't Metroid" line without stepping over.  Refilling health by tilting the remote?  That's dumbed down casual bullshit.  Do you even try to find energy tanks now and if so what's the point?  That right there removes a core element of Metroid.  And even though Metroid Fusion had "can't go in there" doors the abilities you gained were earned not arbitrarily turned on.

Building up Samus from a weakling to an unstoppable machine is a HUGE element of Metroid.  And the player has to feel like they earned it and did it themselves.  The impressions we have suggest that a big part of this has been removed.  Well, fuck, if this bullshit where the captain tells you when you can use abilities is the standard method of achievement in this game (and not just a first area-only thing) then they just strepped over the line.  They fucked with part of Metroid that you are forbidden to fuck with.  It would be like if in Zelda instead of finding an item in a dungeon you were given it to you by the Gods or whatever when the need to have it came up.

greybrickNathan Mustafa, Staff AlumnusFebruary 26, 2010

Quote from: Ian

Quote:

I cannot fathom why you would opt for that kind of control when an analogue stick is readily available if the nunchuck were to be used. This would also provide an extra "accessible" button, and make it so that the controller would not have to be flipped to shoot first person. I am not saying that the NES style won't work, I just don't see why they need to make it work.


Have you not yet realized that with the Wii Nintendo's priority regarding controls isn't about using what's best but rather what's more marketable?  Nintendo likes the sideways remote thing because of the NES controller comparison.  There was no reason for Super Paper Mario, Warioland or NSMB to use that control scheme either.  Just like how the remote was made to the look like a TV remote for marketing purposes, Metroid will use that control scheme because Nintendo wants to make the connection with the classic NES Metroid.

"Have you not yet realized?"...  how do you come off talking to people like they are idiots? "Have you not yet realized" that all of those games you mentioned are primarily/exclusively played from a 2d perspective? Since that is the case  I would argue that it makes the most sense to use a Dpad anyways.

That is not the case for games taking place in a 3d realm like Zelda or Super Mario Galaxy one and two, which last time I checked aren't controlled with a dpad.

Ian SaneFebruary 26, 2010

Quote:

"Have you not yet realized?"...  how do you come off talking to people like they are idiots?


Actually that does sound pretty harsh.  Sorry about that.  I meant it more as a sarcastic jab at Nintendo's controller design policies but that sort of tone doesn't convey through writing very well.  I honestly didn't mean to offend.

greybrickNathan Mustafa, Staff AlumnusFebruary 26, 2010

Quote from: Ian

Quote:

"Have you not yet realized?"...  how do you come off talking to people like they are idiots?


Actually that does sound pretty harsh.  Sorry about that.  I meant it more as a sarcastic jab at Nintendo's controller design policies but that sort of tone doesn't convey through writing very well.  I honestly didn't mean to offend.

Wow an apology! Ok, we're cool  ;D

D_AverageFebruary 26, 2010

Man that control scheme sounds horrendous, not sold on this one yet.

SundoulosFebruary 26, 2010

So, I wonder why Nintendo hasn't published a new trailer of the game or gameplay videos yet?  Waiting to lift a magazine embargo?  To raise curiosity?

Quote from: Ian

Quote:

You just described Metroid Fusion. Every Metroid has at least some focus on action. But Metroid Fusion had linear progression and clearly defined objects. And I really liked it, therefor I don't consider this a problem. I guess it's a problem for those of you that hated Metroid Fusion.


I liked Metroid Fusion and I often defend it.  Though I understand why others don't.  Metroid Fusion was right on the line.  To me it was as close as one could get to stepping over the "this isn't Metroid" line without stepping over.  Refilling health by tilting the remote?  That's dumbed down casual bull****.  Do you even try to find energy tanks now and if so what's the point?  That right there removes a core element of Metroid.  And even though Metroid Fusion had "can't go in there" doors the abilities you gained were earned not arbitrarily turned on.

Building up Samus from a weakling to an unstoppable machine is a HUGE element of Metroid.  And the player has to feel like they earned it and did it themselves.  The impressions we have suggest that a big part of this has been removed.  Well, ****, if this bull**** where the captain tells you when you can use abilities is the standard method of achievement in this game (and not just a first area-only thing) then they just strepped over the line.  They ****ed with part of Metroid that you are forbidden to **** with.  It would be like if in Zelda instead of finding an item in a dungeon you were given it to you by the Gods or whatever when the need to have it came up.

The whole "captain's orders" thing doesn't really bother me.  For one thing, according to 1up, the demo only lasted 45 minutes; there could still be a scenario in the game where Samus gains new equipment or powers.  Samus had all of her weapons in the first part of Metroid Prime as well.  Who knows how the game will play out at this point?

NinGurl69 *hugglesFebruary 26, 2010

http://verydemotivational.com/2010/02/20/demotivational-posterssuper-smash-brothers-brawl/

RizeDavid Trammell, Staff AlumnusFebruary 26, 2010

About the controls: 3D games have been controlled with a d-pad many times in the past.  While it's not optimal, the auto-aim should help greatly along with the tightly controlled camera.

Also, I can't help but think of Scurge: Hive.  At the time many compared it to Metroid because of thematic similarities (killer alien creatures in space are taken on by a lone bad-ass woman), but the level design had nothing in common with Metroid game's as it was all in Isometric 3D.  Yet you could jump, and there were areas where you might climb up to something and could potentially fall several screens downward.  It was a real 3D space using 2D graphics in fixed perspective.  All in all, the game controlled well enough.  The biggest problem was shooting being limited along the 8 directions, but the auto-aim in Other M should fix that.

greybrickNathan Mustafa, Staff AlumnusFebruary 26, 2010

Quote from: Rize

About the controls: 3D games have been controlled with a d-pad many times in the past.  While it's not optimal, the auto-aim should help greatly along with the tightly controlled camera.

People don't get out of their functional cars and push them with the thought that the occasional hill will help greatly. My point, when an obviously better option is available... why do it? What 3d games do you play on a d-pad that are on a system with an analogue stick?

D_AverageFebruary 26, 2010

Quote from: greybrick

Quote from: Rize

About the controls: 3D games have been controlled with a d-pad many times in the past.  While it's not optimal, the auto-aim should help greatly along with the tightly controlled camera.

People don't get out of their functional cars and push them with the thought that the occasional hill will help greatly. My point, when an obviously better option is available... why do it? What 3d games do you play on a d-pad that are on a system with an analogue stick?

Precisely.  Its a very odd choice, feels forced.

KDR_11kFebruary 27, 2010

I believe the goal of Other M is not to dumb it down for the masses but to foist Sakamoto's view of Samus onto everybody. If we're going to foist a view at least it could've been Retro's since they're the creators of the most popular Metroid version and Metroid is generally more popular with the West. Westerners prefer western writing, especially over an eastern hack job. Samus is a character that should appear like a real person, not that semi-manga style Team Ninja uses.

To be fair the refills don't sound like something you can afford to do in mid-battle (unless you go Halo  by hiding somewhere...) but it still removes the inventory rationing you might otherwise need on longer trips (well, if they buff missiles enough that you'll actually use them over the charge beam).

A character that needed a speaking role much more than Samus is Ridley. I mean, Samus is a human, we all know what humans are capable of but Ridley is a fucking space dragon. It's clear that he has to be sapient since he's the commander of the space pirates but the way we see him he appears more like an animal. Hell, outside of Metroid Prime it's not even clear that the space pirates are sapient creatures.

Luigi DudeFebruary 27, 2010

Quote from: KDR_11k

A character that needed a speaking role much more than Samus is Ridley. I mean, Samus is a human, we all know what humans are capable of but Ridley is a ****ing space dragon. It's clear that he has to be sapient since he's the commander of the space pirates but the way we see him he appears more like an animal. Hell, outside of Metroid Prime it's not even clear that the space pirates are sapient creatures.

Actually they are.  In the Metroid manga, which was made with Sakamoto's involvement and considered canon with the series, Ridley and the space pirates do talk and are sapient creatures.

KDR_11kFebruary 27, 2010

It's necessary that they are sapient but it doesn't really come through in the games unless you really think about it.

ControlerFleXFebruary 27, 2010

Well i don't have anything overwhelming to say but it shows that all of our hearts are in to this franchise and we don't want our feelings hurt. The time for growth and change is now. We cant have a fourth "Prime type" game.

Nintendo may have heard how much we drool over Super Metriod and it's GBA adaptions. Team Ninja is surely aware of that as well but also wants to please us AND turn this franchise into a gangbusters title. So now that the third person shooter is the new "side scroller" This is how they stay close to the roots and introduce Samus to Super Mario RPG platforming LOL...

One thing we may see is some slight tweaks for the first time in a long time from Nintendo. They usually sow us finished projects that we shall see no change from but just maybe by getting this out to public scrutiny B4 E3, the control issue may be"elaborated" on in the future. Let's at least wait till our trusty NWR sidekicks gets there hands on it and give us some more insight on the game.

I never Know how to end these.............

SixthAngelFebruary 27, 2010

This sounds really awesome, so many positive impressions.  I like the new look, it is 1,000x better than the godawful Samus in Corruption and the game already peaked long ago on sex appeal with the addition of the completely skin tight and revealing Zero suit in other games.

Quote from: GoldenPhoenix

I love the extreme disappointment by some when the VAST majority of the impressions have been EXTREMELY positive with minor complaints. It is time for the Metroid series to grow and evolve, deal with it.

I agree with you completely.  This is how a lot of big fans are though they don't "hate" change, they just hate all the changes that are ever made to their games until a year or two later when they love them.
I am much more excited  for this game than corruption but I expect all the threads to be full of a few people whining about details and the most minor problems until well after the game is released.

Is there any gameplay footage out there?

BlackNMild2k1February 27, 2010

Quote from: Sundoulos

So, I wonder why Nintendo hasn't published a new trailer of the game or gameplay videos yet?  Waiting to lift a magazine embargo?  To raise curiosity?

The guy in charge of Metroid Other M is speaking at GDC next week and I'm pretty sure that is where the public reveal will happen so that is probably when videos and all the goodies will be released.

Quote from: NinGurl69

http://verydemotivational.com/2010/02/20/demotivational-posterssuper-smash-brothers-brawl/

You need to save that for the HAWTNESS thread! ;)

CaterkillerMatthew Osborne, Contributing WriterFebruary 27, 2010

Quote from: KDR_11k

It's necessary that they are sapient but it doesn't really come through in the games unless you really think about it.

Ever so often in Metroid Prime I would walk into a door and sneak up to the pirates, just before you trip those alarms. They would be talking to each other and configuring things on the computers. That always made me feel that they were more than just mindless giant mantis looking things, that and the lore you would download about their history.

But I can't agree more about Ridley I remember reading some booklet or something about Ridley being ultra intellegent(maybe I made that up) but when he acts, he charges like a mindless bull. Actually no, in Prime 1 he actually seemed smart and capable, in Prime 3 he was like a bull who was shown red.

What do you call that which Bulls do and Rambi the Rhino does in DK Country 2, where Rambi charges up to run full speed? That thing, where they scoot the dirt. Why was Ridley doing such things in Prime 3? Just looked and acted like a mindless animal.

KDR_11kFebruary 27, 2010

I didn't think highly of Corruption either, as I said, I don't like being ordered around in a Metroid game.

Sounds to me like Metroid is the one Nintendo series that's evolving/mutating/changing/morphing faster than we can piece together commonalities to link together each successive entry.

GoldenPhoenixFebruary 28, 2010

Corruption is my favorite out of the Metroid Prime series.

StogiFebruary 28, 2010

The original Prime is my personal favorite, and it might be my favorite Metroid game of all time. I'm playing through Super Metroid and maybe it's cuz of nostalgia, but it's good but not OMFG good. Maybe after I beat it though, it might return as my favorite.

KDR_11kFebruary 28, 2010

Quote from: Kairon

Sounds to me like Metroid is the one Nintendo series that's evolving/mutating/changing/morphing faster than we can piece together commonalities to link together each successive entry.

Sounds to me like Nintendo should try channeling that creative desire into new IPs instead.

vuduMarch 03, 2010

Quote from: Ian

Refilling health by tilting the remote?  That's dumbed down casual bullshit.  Do you even try to find energy tanks now and if so what's the point?  That right there removes a core element of Metroid.  And even though Metroid Fusion had "can't go in there" doors the abilities you gained were earned not arbitrarily turned on.

I realize this quote's a few days old and maybe you already know what I'm about to say, but I'll go for it anyway.

First, you don't simply refill health by tilting the remote.  You have to charge up for a few seconds which will leave you vulnerable to attack.  It's not an 'instant-win' button--if you try to do it in the heat of battle you will die.  It doesn't refill your health all the way either--it will just get you out of 'OHSHITOHSHITOHSHIT' mode and into 'I better be careful or I'm gonna die' mode.

Second, does it really make any difference how you gain your abilities storywise?  What difference does it make if you beat a boss and then collect a power up or if you beat a boss and then your commanding officer says "oh shit, you're gonna need more weaponry"?  It's the same effect either way.  Would your rather the game start out with yet another silly explanation for why you lost all your powers and are forced to start from scratch?  This seems like a novel way to explain why Samus isn't shooting Super Missiles up everyone's ass from the very beginning.

Chozo GhostMarch 03, 2010

If that's the case then I think its a good idea. It makes sense that Samus could be able to heal herself somewhat in the field (as long as she can find safe cover in order to do it), but serious and severe damage should only be healable at special locations.

If your car suffers some minor problem you can fix it yourself, but if it gets seriously damaged then you will need to take it to some professionals (unless you are a professional yourself, and even then you need special equipment). Why should Samus and her suit be any different? So minor problems she should be able to handle herself, but serious damage will require some special equipment and/or help.

GoldenPhoenixMarch 03, 2010

Grinding for health is so much more innovative then recovering a bit by turning the remote. I mean running back and forth killing drill birds is great gameplay design!

AGREED.

NES Metroid isn't bad, it's hardcore. Any progressive steps that the series has taken since have only served to dumb down the core gameplay and insult the fanbase. Metroid Prime, for example, was a TRAVESTY.

*sigh*

Can we stop harping on this game? Let's play it first. It's coming out in...wow, four months. *marks calendar*

Ian SaneMarch 03, 2010

Quote:

Second, does it really make any difference how you gain your abilities storywise?  What difference does it make if you beat a boss and then collect a power up or if you beat a boss and then your commanding officer says "oh ****, you're gonna need more weaponry"?  It's the same effect either way.


It's the specifics that bug me.  Receiving an item that grants you an ability creates a sense of accomplishment.  Having someone grant you permission is like when you can't climb over a two foot fence because the game designers don't want you going over there.  Nintendo has traditionally been very good at that sort of stuff.  It's good game design to make the path you force the player to take, not feel like a forced path.  A lot of people were turned off by the way Metroid Fusion unlocked areas at specific points.  It wasn't enough for me but I guess this is.  It just took more to step over the line for me than it did for Metroid Fusion haters.

Super Metroid is no different in that the reason you can't access this area or that is entirely the game being manipulated in that way.  But it's done in a subtle way so you think less "I'm not allowed to go there yet" and more "I've tried to make that jump 10 times and I can never make it, I must need some item to jump higher."

Realistically it's dumbing down a game.  It's no different than "hints" that in fact tell you outright where to go.  You see a door that is locked because the game just hasn't unlocked it for you yet and you know not to bother.  But with the Super Metroid design it isn't so obvious where you can or can't go so you try out different things until you come to the conclusion of which way to go.  Locking away an area tells the player to not bother going in that direction.  Same with items.  You're on the look-out for new ones and in Super Metroid they were not always after a boss.  It wasn't always obvious when a boss would show up or what items required you to fight one first.

Deep down we're looking at the same basic game design but the details seperate the difference between a game that holds your hand and one that doesn't.

Thinking about that, it would probably give Zelda a real punch in the arm to not tie new items so specifically with dungeons.  If you're at a new dungeon you KNOW that some item you find there will be required to complete it.  Maybe there's two items.  Maybe there's none.  Maybe this isn't even a dungeon.

Actually, I think the sense of frustration is intentional and possibly critical to the story.  Samus is a walking armada, yet she's ordered by her former commanding officer (who between something negative has gone down in the past) to not do what she wants.  In fact, the big deal they made about the power of the Power Bombs leads me to believe she will set off one sometime later in the story causing something very bad to happen.  (In the tutorial, the doctor has to put down a second blast shield before she can use them, and Adam reminds her that using them will incinerate all biological matter, including potential survivors).  Not being able to use weapons you think you should plays into the antagonism with Adam.

Quote from: Ian

Refilling health by tilting the remote?  That's dumbed down casual bull****.  Do you even try to find energy tanks now and if so what's the point?  That right there removes a core element of Metroid.  And even though Metroid Fusion had "can't go in there" doors the abilities you gained were earned not arbitrarily turned on.

I'm not sure you understand just how the refilling worked.  You have to hold it down for quite a while to get any health back, meaning it is very hard to pull it off in the midst of combat and is a very strategic move.  If you get hit by a particularly hard attack that should have killed you, you keep a single sliver of life left to give you one last chance to recover and survive.  Yes, there are energy tanks.  The refill seems meant as a last resort measure -- I'm not sure if you can refill all the way up.

Even from the demo, there were areas that you couldn't get to, even after most of your weapons were activated (also keep in mind you get most of your weapons activated in the first few minutes, though I suppose they could be restricted again later) -- it wasn't clear what ability you would need, but you could see areas that weren't accessible by any means, and the Nintendo reps didn't even know how to get there.

NinGurl69 *hugglesMarch 03, 2010

It's that +1% health refill by standing still ability you find in Wrestlevanias.

BeautifulShyMarch 03, 2010

I'm with Halibred on this. While I have some concerns about the game I am reasonable to give the game a play before decaring that this game is going to ruin the Metroid franchise forever.

Ok I have stated my point and I will not comment anymore.
Have a nice day everybody.:)

King of TwitchMarch 03, 2010

But if everyone stopped condemning games before playing them and acted reasonably, we wouldn't have a forum

StogiMarch 03, 2010

That's actually a good idea, Ian.....the Zelda thing, not the Metroid thing.

I would love to find items in the wilderness.

Armak88March 04, 2010

I would love to have to use more than one item to kill the boss...

StogiMarch 04, 2010

agreed

KDR_11kMarch 04, 2010

Look at LttP, most bosses in that weren't puzzle bosses. You could use the item but it wasn't about using the item three times in a specific sequence to get a victory. You had to fight them until they die. Same with Super Metroid, missiles work on everything in the same way, no need to trip Kraid over with the grappling beam or anything. IIRC Prime had a mixture, e.g. that plant boss was pretty much a puzzle boss while others weren't. The recent overuse of puzzle bosses in Zelda is pretty annoying, it makes the bosses not feel threatening anymore.

Anyway...

It was Sakamoto himself who said that exploration will be more constrained like in Fusion. We didn't make that up from preview footage or anything, that's what Sakamoto said.

Quote from: Zap

But if everyone stopped condemning games before playing them and acted reasonably, we wouldn't have a forum

True.

Super Mario Galaxy 3 is gonna be so crappy. ;-)

NemoMarch 05, 2010

You can only refill SOME of your health by holding the Wii remote upright. They didn't say specifically how much.

KDR_11kMarch 06, 2010

Quote from: Halbred

Quote from: Zap

But if everyone stopped condemning games before playing them and acted reasonably, we wouldn't have a forum

True.

Super Mario Galaxy 3 is gonna be so crappy. ;-)

I hope they never make that one, two galaxies is already stretching it. Galaxy 2 is pretty much Galaxy Lost Levels and we know how Nintendo treated the real SMB2j because it offered so little change. Mario games used to be more dramatically different.

Luigi DudeMarch 06, 2010

Quote from: KDR_11k

I hope they never make that one, two galaxies is already stretching it. Galaxy 2 is pretty much Galaxy Lost Levels and we know how Nintendo treated the real SMB2j because it offered so little change. Mario games used to be more dramatically different.

No they weren't.  The first SMB and SMB2j are similar to each other and Bros 3 and World are also very similar to each other.  Hell you even mentioned SMB2j in your statement.  Plus on the Gameboy, Mario Land 2 and Wario Land 1 are also very similar to each other, which is one of the reason Wario Land 1 is called Mario Land 3.  The only old Mario game that was truly different was SMB2 USA and that's because it originally wasn't even a Mario game.  Not to mention Nintendo planned on releasing a Mario 64 2 that was basically going to be an expansion of Mario 64 for the 64DD, but never got around to it because of the failure of the 64DD.

It's one thing to not be exited about Galaxy 2 but don't act like Nintendo never used to do this with the Mario series when in reality, this is what they've always done with the series.

Chozo GhostMarch 06, 2010

The "Galaxy" scene has been done. I doubt I'll be buying SMG2 because I got my fill of that sort of game with SMG1. Nintendo should have done something different with Mario instead of rehashing him being in space.

I was thinking a Mario game where he travels through time would be kick-ass and have lots of potential.

NinGurl69 *hugglesMarch 06, 2010

The trailer showed a bunch of non-space stuff, just good stable-gravity floating platforms.

And oh no, New Super Mario used themed worlds like Mario 3.  And oh no, Mario World used themed islands to be slightly different from Mario 3.

Luigi DudeMarch 06, 2010

Quote from: Chozo

The "Galaxy" scene has been done. I doubt I'll be buying SMG2 because I got my fill of that sort of game with SMG1. Nintendo should have done something different with Mario instead of rehashing him being in space.

And once again, this is no different then what Nintendo did with Mario World back in the day.  Everyone who's b!tching about Galaxy 2 being a rehash better hate Mario World then or else your hypocrites.  You can't complain about one game for being a rehash, but then praise another game that was a rehash.

StratosMarch 06, 2010

Quote from: Chozo

I was thinking a Mario game where he travels through time would be kick-ass and have lots of potential.

Mario's Time Machine was an awesome game? ;)

Chozo GhostMarch 07, 2010

Quote from: Stratos

Quote from: Chozo

I was thinking a Mario game where he travels through time would be kick-ass and have lots of potential.

Mario's Time Machine was an awesome game? ;)

Actually, that was the game that made me think of a time-traveling Mario game. I got that game when I was a kid back in the SNES era and I expected some good whole-some Mario platforming with some sort of a time machine. Boy, was I in for a rude awakening... lol.

But the idea does have merit and is worth considering.

StratosMarch 07, 2010

I played the Mario is Missing game on the PC. I actually enjoyed that one. It was good for an edutainment title. Never tried Time Machine, though.

Chozo GhostMarch 07, 2010

It's okay as an edutainment game, but of course that doesn't say much at all...

StratosMarch 07, 2010

When it's the only way you can get your parents to let you play games on school nights it's the best game ever. ;)

Chozo GhostMarch 07, 2010

True... I wouldn't mind checking it out again for old time's sake, and might even be interested in a sequel. Even though the game is geared towards children, there's stuff Adults could learn from it as well and it is fun in any case.

Wonder if we'll ever see it on the VC at some point. There's really no reason it can't be done, because Nintendo owns it.

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Metroid: Other M Box Art

Genre Action
Developer Team Ninja
Players1

Worldwide Releases

na: Metroid: Other M
Release Aug 31, 2010
PublisherNintendo
RatingTeen
jpn: Metroid: Other M
Release Sep 02, 2010
PublisherNintendo
Rating12+
eu: Metroid: Other M
Release Sep 03, 2010
PublisherNintendo
Rating16+
aus: Metroid: Other M
Release Sep 02, 2010
PublisherNintendo
RatingMature
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